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There's a setting in fast track called "Background Room Rebuild" which I believe is related to room calculations. If I have the glitch again I will see if disabling that option resolves it.
This last time that it happened (today) I was able to resolve it after a game restart by building the bulletin board in a different spot in the room, whereas building in the same spot just caused the issue to continue. It's very bizarre (and maybe just a total coincidence).
Do other buildings also report a wrong critter number?
I also should indicate it is a super rare problem. I'm on cycle ~1350 on this playthrough and it has only happened twice so far. The first time it caused serious problems because by the time I noticed it my Pacu ranches (and hatching chamber) were entirely devoid of Pacu due to a failed builletin board in a Glossy Drecko ranch on the other side of the asteroid....
thank you so much!~
[checking the source...]
Ah yeah. I have inserted a 200 tile limit to reduce CPU load. I don't calculate entity age order for these. I guess that's arbitrary and could be removed.
Great mod nonetheless
And yeah, i have mod that allow customize room size limits, so my stables are max 512 tiles. Shame really, really useful mod.
I also have 177 mods installed, but trying to move mod up and down in load order did nothing.
https://imgur.com/a/NfvyMns
https://forums.kleientertainment.com/klei-bug-tracker/oni/missing-mod-build-items-in-menu-r34127/
Answer: "Mods using our supported ModUtil.AddBuildingToPlanScreen to add buildings are unaffected. This mod is not using that method and needs to be updated by the author. "
Seeing your picture I know what's the actual problem. Rooms only work up to 200 tiles. Your room is just too big.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2731402969
buildingDef.Floodable = False
About an alternative, personally I place the eggs on land next to the water. Once the fish hatch they will jump into the water. You can automate the egg collection with auto-sweeper and conveyor belts. Not perfect, I know.
it didn't work for me, so I tried underwater, it didn't work either, as there was no free space between the maximum water level and the rest of the area, there was no alternative. I really wanted to use the mod.
var filters = new HashSet<Tag>();
filters.UnionWith(STORAGEFILTERS.BAGABLE_CREATURES);
filters.UnionWith(STORAGEFILTERS.SWIMMING_CREATURES);
storage.storageFilters = filters.ToList();
I see you changed the menber of the constant 'STORAGEFILTERS.BAGABLE_CREATURES' while you trying to add 'SwimmingCreature' to the CreatureDeliveryPoint's storage filter. Thus made my code of union 'STORAGEFILTERS.BAGABLE_CREATURES' and 'STORAGEFILTERS.SWIMMING_CREATURES' a failure, because of the duplicate 'SwimmingCreature'.
Thoud I've change my storage.storageFilters to construct from a HashSet, I suggest you just patch the 'CreatureDeliveryPointConfig.ConfigureBuildingTemplate' function to modify the storage.storageFilters directly only for CreatureDeliveryPoint. After all, changing the constants is really a dangerous behavior, you never know what else could be affected. :)